Note: This mod has now been updated to version 1.1. Please see below for a list of changes. Thank you!
=========>=>
This is a pretty simple mod, but I quite like it.
All I've done is re-assign some of the Traits for some of the Civs. I tried to make sure every Civ had a unique combination of two traits, and also that their traits were more in style with my perception of what they should be.
None of the changes are meant as pure whimsy -- I went through each one and thought long and hard at whether its existing traits really were that Civilization's strengths, or whether another trait was more apt.
Also, a very small amount of the changes were made more to ensure each Civ had a unique pairing of traits, rather than ones that were most suitable -- Russia is an example of this. But note, this is very rare -- most changes were made for a better reason than uniqueness!
As an example, if a Civilization was known for its scientific endeavours mostly in regard to Agriculture, then it is more an Agricultural trait than a Scientific one. This is just an example of some of my reasoning. I may explain more of the changes, in time. But I'm very busy with my work and hardly ever have spare time other than for simply playing Civ3.
There are a few I'm still unsure about, and I may update them again in time. Also I might delete the other, non-trait modifications to make this mod more "pure." But no promises.
All Civs should also have the correct starting Techs to match. Also, the new Expansionist civs should be able to build Scouts. If there's an error with starting Techs or any other knock on effects from these trait changes, please let me know.
Please download this mod using the Attached File link at the bottom of this post. Inside the downloaded ZIP file, you'll find an Excel spreadsheet detailing the trait changes.
List of changes
The modified Civ traits include:
(- indicates a trait removed, + indicates a trait added)
Rome : Expansionist, Industrious
(-Militaristic, -Commercial, +Expansionist, +Industrious.)
Egypt : Agricultural, Industrious
(-Religious, +Agricultural.)
Greece : Expansionist, Scientific
(-Commercial, +Expansionist. Can anyone say Alexander?)
Britain : Expansionist, Commercial
(-Seafaring, +Commercial.)
China : Scientific, Agricultural
(-Militaristic, -Industrious, +Scientific, +Agricultural.)
Japan : Militaristic, Industrious
(-Religious, +Industrious.)
Carthage : Commercial, Seafaring
(-Industrious, +Commercial.)
Zululand : Expansionist, Agricultural
(-Militaristic, +Agricultural.)
Arabia : Religious, Militaristic
(-Expansionist, +Militaristic.)
Hittites : Commercial, Militaristic
(-Expansionist, +Militaristic)
Maya : Expansionist, Agricultural
(-Industrious, +Expansionist.)
Inca : Religious, Industrial
(-Expansionist, -Agricultural, +Religious, +Industrial.)
Ottomans : Industrious, Militaristic
(-Scientific, +Militaristic)
America : Expansionist, Religious
(-Industrious, +Religous.)
Sumeria : Agricultural, Commercial
(-Scientific, +Commercial.)
Russia : Scientific, Industrious
(-Expansionist, +Industrious.)
Aztecs : Agricultural, Militaristic
(-Religious, +Agricultural.)
Iroquois : Expansionist, Commercial
(-Religious, +Commercial)
Those that remain the same as in C3C:
Portugal - Expansionist, Seafaring
Celts - Religious, Agricultural
India - Religious, Commercial
Mongols - Expansionist, Militaristic
Persia - Scientific, Industrious
Netherlands - Agricultural, Seafaring
Scandinavia - Seafaring, Militaristic
France - Commercial, Industrious
Germany - Scientific, Militaristic
Babylon - Religious, Scientific
Korea - Scientific, Commercial
Byzantines - Scientific, Seafaring
Spain - Religious, Seafaring
The other changes:
There's also a couple of other changes, which I may keep or remove at but a whim.
Changes in v1.1:
EDIT: Scouts are now 0/1/2 and still cost more, at 12.
EDIT: Explorers are now also 0/1/2, and still cost more, at 22. They can no longer be upgraded.
EDIT: Conquistadors can no longer be upgraded to Cavalry.
ADD: Quite a few more British city names added, and reordered.
EDIT: India has lost the Agricultural trait, and now has Commercial instead. Because of this change, it is now back to how it is in C3C.
EDIT: Japan has lost the Seafaring trait, and now has Militaristic instead.
EDIT: The Celts have lost the Commercial trait, and now have Agricultural instead. Because of this change, it is now back to how it is in C3C.
Present in version v1.0:
Civ traits reordered for many Civs, with the goal of ensuring all trait pairings were unique. Please read above to see the Civs with modified traits, or check the Excel spreadsheet in the download, below.
Scouts are now 1/1/2 and cost more, at 12.
Explorers are now 1/2/2 and cost more, at 22. They now can be upgraded to Cavalry.
Conquistadors are now slightly cheaper, at 70. They now can be upgraded to Cavalry.
Curragh has been renamed to Sail. (I just like it better.)
Modern Armor has been renamed to Mech Tank. (C'mon -- "Modern Armor"? Seems like a defence unit!)
England renamed to Britain.
Britain has more City Names, including some major Scottish cities and some more English ones. No other changes to Britain made (GL names... etc)
America's City Name list now includes the English ones, so there's even less chance of seeing New Los Angeles and Los Angeles 2 -- those kind of names annoy me so much!
Byzantines' City Name list now includes the Roman ones, for the same reason as above.
Disclaimer
I made this mod very quickly and wanted to release it quickly too -- please take this into consideration.
If any of my changes are historically correct, that's great. And if not, then I don't really care but I'd love to hear your polite suggestions otherwise. Basically, I will be ignoring any rude comments or unhelpful criticisms -- this is a fun mod, not a serious one. I may update it as I go, but I knew if I didn't release it as it is, right now, then I would probably never bother.
I am sure some of the changes have broken the game balance. Oh well. Maybe I might change it to rebalance any obviously powerful Civs, but then again, sometimes knowing exactly which Civs are tough is good.
I will not be able to provide much, if any, email support for this mod -- so it is provided as is, and without the promise of future updates or further modifications. If this is unacceptable to you, simply do not use this mod.
===============>=>
This is the first mod I've actually bothered to release, which is funny because it's also the most simplest I've made. Maybe sometime I'll get around to posting the others!
Thanks! Enjoy.
Download this Mod here:
v1.0 removed after 43 downloads.
Current version: v1.1, Download Size: 34KB
17+ downloads since posted.
http://www.frimlin.com/civ/frimlin_trait_mod_v1_1.zip
=========>=>
This is a pretty simple mod, but I quite like it.
All I've done is re-assign some of the Traits for some of the Civs. I tried to make sure every Civ had a unique combination of two traits, and also that their traits were more in style with my perception of what they should be.
None of the changes are meant as pure whimsy -- I went through each one and thought long and hard at whether its existing traits really were that Civilization's strengths, or whether another trait was more apt.
Also, a very small amount of the changes were made more to ensure each Civ had a unique pairing of traits, rather than ones that were most suitable -- Russia is an example of this. But note, this is very rare -- most changes were made for a better reason than uniqueness!
As an example, if a Civilization was known for its scientific endeavours mostly in regard to Agriculture, then it is more an Agricultural trait than a Scientific one. This is just an example of some of my reasoning. I may explain more of the changes, in time. But I'm very busy with my work and hardly ever have spare time other than for simply playing Civ3.
There are a few I'm still unsure about, and I may update them again in time. Also I might delete the other, non-trait modifications to make this mod more "pure." But no promises.
All Civs should also have the correct starting Techs to match. Also, the new Expansionist civs should be able to build Scouts. If there's an error with starting Techs or any other knock on effects from these trait changes, please let me know.
Please download this mod using the Attached File link at the bottom of this post. Inside the downloaded ZIP file, you'll find an Excel spreadsheet detailing the trait changes.
List of changes
The modified Civ traits include:
(- indicates a trait removed, + indicates a trait added)
Rome : Expansionist, Industrious
(-Militaristic, -Commercial, +Expansionist, +Industrious.)
Egypt : Agricultural, Industrious
(-Religious, +Agricultural.)
Greece : Expansionist, Scientific
(-Commercial, +Expansionist. Can anyone say Alexander?)
Britain : Expansionist, Commercial
(-Seafaring, +Commercial.)
China : Scientific, Agricultural
(-Militaristic, -Industrious, +Scientific, +Agricultural.)
Japan : Militaristic, Industrious
(-Religious, +Industrious.)
Carthage : Commercial, Seafaring
(-Industrious, +Commercial.)
Zululand : Expansionist, Agricultural
(-Militaristic, +Agricultural.)
Arabia : Religious, Militaristic
(-Expansionist, +Militaristic.)
Hittites : Commercial, Militaristic
(-Expansionist, +Militaristic)
Maya : Expansionist, Agricultural
(-Industrious, +Expansionist.)
Inca : Religious, Industrial
(-Expansionist, -Agricultural, +Religious, +Industrial.)
Ottomans : Industrious, Militaristic
(-Scientific, +Militaristic)
America : Expansionist, Religious
(-Industrious, +Religous.)
Sumeria : Agricultural, Commercial
(-Scientific, +Commercial.)
Russia : Scientific, Industrious
(-Expansionist, +Industrious.)
Aztecs : Agricultural, Militaristic
(-Religious, +Agricultural.)
Iroquois : Expansionist, Commercial
(-Religious, +Commercial)
Those that remain the same as in C3C:
Portugal - Expansionist, Seafaring
Celts - Religious, Agricultural
India - Religious, Commercial
Mongols - Expansionist, Militaristic
Persia - Scientific, Industrious
Netherlands - Agricultural, Seafaring
Scandinavia - Seafaring, Militaristic
France - Commercial, Industrious
Germany - Scientific, Militaristic
Babylon - Religious, Scientific
Korea - Scientific, Commercial
Byzantines - Scientific, Seafaring
Spain - Religious, Seafaring
The other changes:
There's also a couple of other changes, which I may keep or remove at but a whim.
Changes in v1.1:
EDIT: Scouts are now 0/1/2 and still cost more, at 12.
EDIT: Explorers are now also 0/1/2, and still cost more, at 22. They can no longer be upgraded.
EDIT: Conquistadors can no longer be upgraded to Cavalry.
ADD: Quite a few more British city names added, and reordered.
EDIT: India has lost the Agricultural trait, and now has Commercial instead. Because of this change, it is now back to how it is in C3C.
EDIT: Japan has lost the Seafaring trait, and now has Militaristic instead.
EDIT: The Celts have lost the Commercial trait, and now have Agricultural instead. Because of this change, it is now back to how it is in C3C.
Present in version v1.0:
Civ traits reordered for many Civs, with the goal of ensuring all trait pairings were unique. Please read above to see the Civs with modified traits, or check the Excel spreadsheet in the download, below.
Scouts are now 1/1/2 and cost more, at 12.
Explorers are now 1/2/2 and cost more, at 22. They now can be upgraded to Cavalry.
Conquistadors are now slightly cheaper, at 70. They now can be upgraded to Cavalry.
Curragh has been renamed to Sail. (I just like it better.)
Modern Armor has been renamed to Mech Tank. (C'mon -- "Modern Armor"? Seems like a defence unit!)
England renamed to Britain.
Britain has more City Names, including some major Scottish cities and some more English ones. No other changes to Britain made (GL names... etc)
America's City Name list now includes the English ones, so there's even less chance of seeing New Los Angeles and Los Angeles 2 -- those kind of names annoy me so much!
Byzantines' City Name list now includes the Roman ones, for the same reason as above.
Disclaimer
I made this mod very quickly and wanted to release it quickly too -- please take this into consideration.
If any of my changes are historically correct, that's great. And if not, then I don't really care but I'd love to hear your polite suggestions otherwise. Basically, I will be ignoring any rude comments or unhelpful criticisms -- this is a fun mod, not a serious one. I may update it as I go, but I knew if I didn't release it as it is, right now, then I would probably never bother.
I am sure some of the changes have broken the game balance. Oh well. Maybe I might change it to rebalance any obviously powerful Civs, but then again, sometimes knowing exactly which Civs are tough is good.
I will not be able to provide much, if any, email support for this mod -- so it is provided as is, and without the promise of future updates or further modifications. If this is unacceptable to you, simply do not use this mod.
===============>=>
This is the first mod I've actually bothered to release, which is funny because it's also the most simplest I've made. Maybe sometime I'll get around to posting the others!
Thanks! Enjoy.
Download this Mod here:
v1.0 removed after 43 downloads.
Current version: v1.1, Download Size: 34KB
17+ downloads since posted.
http://www.frimlin.com/civ/frimlin_trait_mod_v1_1.zip